File Details
wh_npcs-forge-1.20.1-0.9.5.jar
- R
- Jul 12, 2026
- 1.79 MB
- 32
- 1.20.1
- Forge
File Name
wh_npcs-forge-1.20.1-0.9.5.jar
Supported Versions
- 1.20.1
Curse Maven Snippet

Without Honor: NPCs, Update 0.9.5
An update about how the world sees your NPCs. The headline: characters got a Creature type - now vanilla (and modded) mobs react to an NPC as if it really were a villager, undead or pillager. Plus magic learned to take care of itself, book spells became controllable, Curios stopped getting lost on death, a few traits finally came to life, and the mod itself now speaks eight new languages.
Creature type: the world reacts to NPCs
Before, mobs simply ignored WH NPCs - a zombie would walk past a villager as if it weren't there. Now the Combat tab has a Creature type button, and inside it you pick what other mobs treat this character as:
- Villager - zombies, skeletons, illagers and other foes of villagers attack it, and iron golems defend it.
- Undead - iron and snow golems attack it.
- Piglin - wither skeletons come for it.
- Pillager - iron golems strike it.
- Neutral - as before, nobody bothers it until it starts trouble itself.
- Custom - tick who exactly attacks: monsters, wither skeletons, iron or snow golems.
Modded mobs are picked up on their own if they inherit vanilla behavior. And so that nothing extra is computed on servers with no types assigned, the whole thing only wakes up when an NPC with a type is actually loaded in the world.
Natural hostility between NPCs
The type now also shapes relations between the NPCs themselves. Make one undead and another a villager - and the undead NPC will go and attack the villager, while the villager flees from it.
Who wins when settings disagree? The explicit always beats the default. The Passive combat style shuts hostility off entirely - a peaceful zombie NPC won't touch anyone, even though it still counts as undead. Factions and the "who to attack" list sit on top of the type. If you deliberately put undead and a villager in the same faction, they won't fight: the type doesn't override your decision. And you can turn natural hostility off completely with a checkbox right in Creature type.
Golems stand up for their own
Just like vanilla: kill a villager in front of an iron golem, and it comes after the offender, be it a mob or a player. Villager NPCs were missing this - now it's here.
Magic: the mage looks after itself
The Healing and Buff categories used to behave oddly - without the "Heal allies" checkbox the mage wouldn't cast them even on itself. Sorted out: healing and buffs on self now always work, and the checkbox merely extends them to its own - faction NPCs and the player it follows. And a buff no longer waits until the mage gets hurt: it applies its boosts at the start of a fight, as intended.
Magic: book spells under control
A spellbook in the accessory slot still feeds the mage spells, but before they quietly dropped into attack with no distinction. Now book rows in Magic let you set a category and weight - you don't touch the spell itself (it comes from the book), but how it's used is up to you. The settings are tied to the spell, not to a specific book, so they survive swapping it. Book healing and buffs now also feed support instead of going to waste.
Curios no longer lost on death
A nasty bug: items in an NPC's Curios slots dropped on death, and after respawn the character was left without them. This was already fixed for regular gear, but Curios went their own way. Now they behave the same - they don't fall to the ground on death, they come back with the NPC. Nothing to pick up again.
By the way, I tried the new ridged Lay's, the onion and cheese ones. Not bad, but a bit too tough for some reason. Worth grabbing once just to try. Anyway, moving on.
Traits came to life
Three settings in Traits didn't actually work - fixed:
- Flee when hurt - panic was smothered by Provocation: it cleared the hit marker that fleeing reads. Now a panicking NPC really does run, and the escorted-player protection stays intact.
- Fear the sun - vanilla logic only sought shade while the mob was on fire. A WH NPC doesn't have to burn - now it hides from the sun by day simply because it fears the light.
- Burn in sun - it caught fire far too rarely: the check ran once a second while ignition is probabilistic, so an NPC took about half a minute on average to light up. Now the check runs every tick, like vanilla undead - it burns reliably.
The mod now speaks eight more languages (beta)
Until now Without Honor: NPCs shipped with Russian and English only. Eight more languages join them:
Simplified Chinese
Spanish
Brazilian Portuguese
German
Japanese
French
Polish
Korean
The whole interface is translated in full - tabs, buttons, tooltips, messages.
For now the translation is beta. Meaning and technical bits have been checked, but a native speaker feels a language's tone and flow best. If you play in your own language and spot an awkward phrase, a typo or a clipped line - drop a note on GitHub and I'll fix it. Such corrections are especially welcome for Chinese, Japanese and Korean.
Also fixed
- On the Combat tab, Style and Creature type swapped places.
- Fixed the description of the enchantment type (the former Type button).
- A few more small things not worth your attention.